Fatal Fury Special/Billy Kane

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The Vengeful Pole Pounder
FFS Billy Colors.png
Billy has a single lane stage. Lane changing is not possible and Lane Blasts will send characters into the machinery for an additional 8 damage and 5 stun.

Introduction

Pros Cons
  • Moves with tons of reach
  • Can do combos even from a distance
  • Strong defense, but can also be played aggressively when needed
  • Anti-air game is a bit tricky
  • Low amount of dizzy points
  • Somewhat unorthodox playstyle

Move List

Standing/Walking Crouching Jumping Taunting
FFS Billy Stand.gif FFS Billy Crouch.png FFS Billy Jump.gif FFS Billy Taunt.gif
Hurtbox does not shift when walking. 52F duration. Billy has slight invincibility when lifting and lowering his Kane.

Close Standing Normals

c5A

c5A
Joudan Uchi/上段打ち
FFS Billy c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 4 6 5 14 +5 +6 Kara Cancel, Self Cancel
  • Similar to f5A but will whiff on some crouching characters.
  • Links to itself and far 5A.
c5B

c5B
Ushirogeri/後ろ蹴り
FFS Billy c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
5 2 Mid 10 7 10 26 -1 0 Kara Cancel
  • No need to ever use this.
c5C

c5C
Chuudan Uchi/中段打ち
FFS Billy c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 5 10 12 26 +2 +1 Kara Cancel
  • Godly move. Fast startup, good reach, combos into Sansetsukon or Senpuukon.
  • Can even link to itself if the first hit is meaty.
c5D

c5D
Ushiro Kaitengeri/後ろ回転蹴り
FFS Billy c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12 4 Mid 11 11 16 37 -3 -4 Kara Cancel
  • Close 5C makes this move completely redundant.

Far Standing Normals

f5A

f5A
Kyoufu Daichuudan Uchi/恐怖大中段打ち
FFS Billy f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 4 6 5 14 +5 +6 Kara Cancel, Self Cancel
  • Insanely powerful poke. Cannot be crouched under by any character.
f4/5/6B

f4/5/6B
Shin Boutakatobigeri/新棒高跳び蹴り
FFS Billy f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
5 2 Mid 23 7 10 39 -1 0 Kara Cancel
  • Moves Billy very far forward, can go over projectiles, is safe and can be cancelled.
  • Can adjust the distance Billy travels by inputting while holding back, neutral or forward.
f5C

f5C
Mangetsu-uchi/満月打ち
FFS Billy f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16x4 4x4 Mid 10 4x4 4 29 +16 +15 Cancel
  • Excellent multi-purpose move. Works as an anti-air and moves Billy forward without forcing him to drop charge for Sansetsukon.
  • Can be linked out of.
  • Hit/Block advantage is from the final hitbox.
f5D

f5D
Ushiro Kaiten Chuudan Uchi/後ろ回転中段打ち
FFS Billy c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12x2 4x2 Mid 10 6 (7) 8 22 52 -7 -8 /
  • Not something you want to use often, but the animation can be deceiving as it hits twice and has more reach on the second hit, kind of like a Guile sweep.

Crouching Normals

2A

2A
Gedan Uchi/下段打ち
FFS Billy 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
5 2 Mid 7 7 10 23 -1 0 Kara Cancel
  • Generally outclassed by f5A and 2C.
2B

2B
Crouching Kick/しゃがみキック
FFS Billy 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Low 6 7 8 20 +1 +2 Kara Cancel
  • Billy's fastest crouching normal. Can combo into his super.
2C

2C
Gedan Uchi/下段打ち
FFS Billy 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12 4 Mid 7 8 22 36 -6 -7 Kara Cancel
  • Insanely powerful poke. Can combo into light Sansetsukon, giving Billy pretty good damage even off long distance pokes.
2D

2D
Crouching Kick/しゃがみキック
FFS Billy 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Low 7 10 22 38 KD -9 /
  • Same as his 2B, just one frame slower and gives a knockdown on hit.
  • Good against characters trying to low profile or otherwise counter your mid pokes.

Jumping Normals

jA

jA
FFS Billy jA.png
Diagonal Jump
FFS Billy j8A.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 8 2 Overhead 3 2+2+5+∞ / / - - -
Neutral Jump 8 2 Overhead 12 7+∞ / / - - -
jB

jB
FFS Billy j8A.png
Diagonal & Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal & Neutral Jump 8 2 Overhead 12 7+∞ / / - - -
  • Both diagonal and neutral jump versions have the same characteristics as neutral jump jA.
  • Can hit low profile moves, but is less damaging than jD.
jC

jC
FFS Billy jA.png
Diagonal Jump
FFS Billy j8A.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 16 4 Overhead 3 2+4+5+12 / / - - -
Neutral Jump 16 4 Overhead 10 5+12 / / - - -
jD

jD
FFS Billy j8A.png
Diagonal & Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 16 4 Overhead 11 5+12 / / - - -
  • Almost identical to neutral jump C.
  • Can hit low profile moves.
Neutral Jump 16 4 Overhead 10 5+12 / / - - -

Identical to neutral jump C.

Universal Mechanics

Lane Blast

Lane Blast
C+D
FFS Billy CD Front.png
Front Lane
FFS Billy CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 5 6 (16) 19 7 42 KD -20 Cancel, Lane Shift
  • First hitbox can function as an anti-air. Great on Billy's own stage as it'll deal extra damage and twice the amount of stun.
Back Lane 22 5 Mid 16 6 14 35 KD -2 Cancel, Lane Shift
  • Way worse than the front lane version.
Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Billy Lane Punch Front.png
Front Lane Punch
FFS Billy Lane Kick Front.png
Front Lane Kick
FFS Billy Lane Punch Back.png
Back Lane Punch
FFS Billy Lane Kick Back.png
Back Lane Kick
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 20 2 Overhead 13 17 4 33 - - /
  • Straight lane attack.
B 20 2 Overhead 9 21 4 33 - - /
  • Straight lane attack. Faster startup but whiffs on crouchers.
C 20 4 Overhead 13 36 4 52 - - /
  • Slower high angle lane attack.
D 20 4 Overhead 9 40 4 52 - - /
  • Slower high angle lane attack. Faster startup but whiffs on crouchers.
Dodge Attack

Dodge Attack
6A during proximity guard
FFS Billy Dodge Attack 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 18 13 12 42 Air Reset -5 Kara Cancel, Upper-Body Invuln 1-29F

Throws

C Throw

Ippon Zuri Nage
close 4/6C
FFS Billy C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - - / /
D Throw

Jigoku Otoshi
close 4/6D
FFS Billy D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
4x8 0 Throw 1 1 / - - / /

Special Moves

Senpuu Kon (Mash P)
Senpuu Kon
Mash P
FFS Billy Mash P 1.png
Considered a projectile.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 13 (4xN) 3 Mid 4 5 (5) 5 (5) 5 (5) 1 ... 6 40 KD +14 Upper-Body Invuln 1-3F, 35-40F
C 19 (5xN) 6 Mid 4 3 (3) 3 (3) 3 (3) 3 (3) 3 (3) 1 10 44 KD -4 Upper-Body Invuln 1-3F, 35-44F
Sansetsu Kon ([4]6P)
Sansetsu Kon
[4]6A/C
FFS Billy 46A 6.png
A, max distance
FFS Billy 46C 8.png
C, max distance
Considered a projectile.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 19 7 21 46 -7 -10 Throw Invuln 2-46F
  • Charge time: 40F.
C 22 (6) 6 Mid 23 9 22 53 -3 -10 Throw Invuln 2-54F.
  • Charge time: 60F.
  • Has farther range than the A version.
Suzume Otoshi ([1]9P)
Suzume Otoshi
[1]9A/C
FFS Billy 19P.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 14 11 35 59 KD - Throw Invuln 2-59F
  • Charge time: 30F.
  • Difficult to use.
C 22 (6) 6 Mid 19 16 40 74 KD - Throw Invuln 2-74F
  • Charge time: 45F.
  • More difficult to use.
Kyoushuu Hishou Kon (1236K)
Kyoushuu Hishou Kon
1236B/D
FFS Billy 1236K 2.png
Billy jumps above the screen and attacks on the way back down. By default Billy will track the opponent's position when coming down, but inputting left and right and slightly influence where he lands. Has a projectile hitbox at certain heights in the fall.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 18 (5) 3 Mid 72 13 8 92 KD - Invuln 1-27F, Throw Invuln 28-92F
D 18 (5) 6 Mid 96 13 8 116 KD - Invuln 1-31F, Throw Invuln 32-116F

Desperation Move

Chou Kaen Senpuu Kon (23632147AC)
Chou Kaen Senpuu Kon
When health is flashing
23632147A+C
FFS Billy 23632147AC 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
38 (9x2) 4 Mid 5 56 19 79 KD -2 Upper-Body Invuln 1-4F, 72-79F

Billy spins his stick around creating a ring of fire, then throws the ring forward as a projectile. The ring gets sent out on the 41st frame and is considered a separate projectile, so Billy can nulify an incoming fireball while sending one of his own. Can be comboed into, can anti-air, and is difficult to punish.

  • Avoid accidental jumps by pressing A+C slightly before 7 (2363214AC7).

Combos

  • c5A x N, f5A x N
  • 2C > [4]6A
  • c5C > [4]6A or 23632147AC
  • 2B > 23632147AC
  • (Corner) f5C > c5C > [4]6A

Strategies

The Basics

Advanced Strategy

Match-ups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki